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It's like in MMORPGs, where when tanks focus purely on HP and earn the curses of their healers who sarcastically call them mana-sponges because they ignored the importance of armour ratings and avoidance effects.

Extra HP is good, but when you don't get hit in the first place, the extra HP means nothing.

Cheers.

Yep.

Just today, I got caught with my Assult out in the open next to a Cyberdisc. Now, if her was Wearing Titan he would likely still die from being Critted. But with the new Ghost armour I just told him to turn invisible.

If I ever replay my Impossible difficulty game, I would definitely get me some ghost armour. What is important is that the Ghost armour removed RNG factors; it can make you untargetable for one round, effectively perfect defence, or 100% crit, which is valuable for any character against highly armoured enemies. No chance of failure is always good.

And the 4 uses... That's more than enough. By the time I use it four times all the aliens are either dead, or all my team members are dead. Either way it is more than enough.

That's why you take defensive talents, the first one at least. ;P Also a major assault class can be immune to crits.

Colonel you mean, that's the rank you get Resilience.

Also, this situation on my current Impossible Run I never came across in my Classic runs:

Enemies really seem to actively seek out on Impossible to a degree that not even Classic has. What you don't see in that picture is that there are 4 more active Mutons beyond that fog of war, and a third Berserker flanking my men through the explosively-created entry point on the bridge's wall. And my men only had Laser weapons

Only did manage to get to an Abductor ship in Impossible due to savescumming. Otherwise, I don't think I'd have survived past the first month due to all the squad losses.

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On Flying: "For once you have tasted flight you will walk the earth with your eyes turned skywards, for there you have been and there you will long to return."

That's what I was trying to tell you guys. Ghost armor being almost a cheatcode makes even Impossible trivial... it's getting there that's the hard part though.

And that's nothing. I've had 3 Muton Elites, then 6 Heavy Floaters, then 2 Sectapods in that order for three turns straight. No amount of save scumming helped over a long firefight, until I resorted to stealth cheese by killing them the turn they appeared. XD

I've found it funny how, in my current run, I have a psi-soldier (a heavy) with 108 BASE Will, and yet Vahlen keeps on insisting that I don't have anyone who can access the Gollop Machine. I guess you really have to give the soldier the Psi-Armor for the event to trigger huh. It doesn't even work when I equip a mind-shield on him.

It's occurred to me that with Bullet swarm you can with ghost armour....

Shoot the enemy
Cloak
Laugh at the enemy since they can't retaliate?

Yep.

The interesting thing is, on average each map has enemies coming in 4 groups, so you can have everyone use Cloak one per enemy group and you still won't run out of charges. Special missions excluded of course.

With savescumming, don't have to. The reason I did make that hole in the wall using a grenade was so that I can get into the bridge and use that single, large door as a chokepoint. The entire fiasco was solved by two Heavies with Danger Zone-upgraded rockets, and it was a good thing the two Assaults I had equipped with Scatter Lasers had Close Combat Specialist

Quote:

Originally Posted by DragoonKain3

That's what I was trying to tell you guys. Ghost armor being almost a cheatcode makes even Impossible trivial... it's getting there that's the hard part though.

Indeed. On Impossible, you will not get far into the first month without savescumming your missions unless you're really that good. And I haven't even gotten Ghost Armor yet on my current one

The only person I know of who's actually completed an Impossible Ironman run is a poster named Exposure, who's currently doing an awesome 'NuXCOM' LP. I was in actually in the starting lineup in that LP, shame I died in the first month

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On Flying: "For once you have tasted flight you will walk the earth with your eyes turned skywards, for there you have been and there you will long to return."

Ghost Armour has awesome synergy with the offensive Colonel talent for Assaults. Increased Critical Damage when you have 100% chance to deal Critical Damage from cloaking? Yes, please!

Ever since I found out how to one-shot Sectopods with Assault Soldiers, the campaign has become Operation Steamroller.

(Also, multiple Suppression from Heavies and Supports, plus Improved Smoke Grenade while behind cover is enough to force the AI into going into Overwatch. If you really want to draw it out, the 3 damage from talented Heavy Suppression will slowly whittle down their HP while the AI twiddle their thumbs.)

So finished my Classic game. The Uber Ethereal died in a hilarious manner care of my cloaked Assault soldier. It was a chain reaction that even I didn't expect. So, used Flush, which forced the Uber Ethereal to jump out of its corner... right into the sights of the rest of the squad. Several reaction shots later, and the deed was done. ^^

Doing a Classic Ironman run now, with some of the Second Wave stuff activated. In particular I activated random Rookie stat advancement, random Abduction rewards, flanking gives 100% critical, and Variable damage. It's been pretty much an uphill battle, and until recently it was VERY common for me to lose at least one member of the away team.

Have to say, the random Rookie stat advancement in particularly can WILDLY affect how a stage can go... For example, my highest-ranking sniper so far has 115 BASE To-Hit, and he's only a Captain. At the same time, there are guys who're pretty much the lowest dregs, with something like 28 Will and 45 to Hit. Reminds me of UFO Defense really, and the wide range of stat distribution.

So, is no one else trying the Second Wave options here? I'm kind of leery about some of them, in particular Results Driven and Diminishing Returns, as they seem to be set up to seriously screw a player over more than they already are.

Well I only just got this game Saturday and I'm in the second month of just a Classic playthrough.

Lost one man, a Rookie on an abduction mission where I foolishly had him enter a building whilst only having cover to one side. And where did the alien flank from? Of course, the opposite side.

Poor bugger, at least he was out of it before he hit the ground.

So everything is still pretty new to me. I played the hell out of the UFO After* games so I like to think I've got a good handle on the tactics required to keep my team alive. I do admit I'm on my third restart because I kept foolishly wasting my resources.

I followed some advice on my other boards to get a few satellites up and hunger for Engineers as rewards for Abduction missions.

We'll see how much longer we can last. Just started encountering Mutons. Hell, I managed to capture one the first time I engaged them which was pretty awesome.

Great game. Might have to give XCOM:UFO Defence another chance to see where it all began. XD